[
 {
  "name": "Human",
  "enumName": "Human",
  "enumId": 0,
  "status": "released",
  "specialMechanic": "Fast learner but burns out. [Growth Fatigue] is the debuff a Human gains once they hit maximum experience, a balancing drawback for their faster leveling.",
  "statModifiers": "Weapon aptitudes in Sword, Greatsword and Fire Magic. Balanced generalist with no aptitude penalties.",
  "aptitudes": [
   "Sword",
   "Greatsword",
   "Fire Magic"
  ],
  "xpBonus": "+15% experience gained",
  "recruitWeight": 100,
  "notes": "The default, most common recruit (recruitment weight 100 at every clan rank). The only race with an experience bonus. Has the largest procedural name pool."
 },
 {
  "name": "Elf",
  "enumName": "Elf",
  "enumId": 2,
  "status": "released",
  "specialMechanic": "Vegetarian by conscience. [Carnal Guilt] is a mood penalty Elves take when they eat meat, though they ignore the usual mood penalty for eating only vegetables.",
  "statModifiers": "+30 to Research and Farming capability. Weapon aptitudes in Bow, Nature Magic and Water Magic.",
  "aptitudes": [
   "Bow",
   "Nature Magic",
   "Water Magic"
  ],
  "xpBonus": "none",
  "recruitWeight": 25,
  "notes": "A support/caster-leaning race. Elves cannot be recruited at clan rank 1 (weight 0); from rank 2 onward they appear with weight 25 (roughly a 16% chance per candidate). Their research and farming bonuses make them strong settlement workers. Datamined text hints at a future Elf-themed region or recruitment expansion (an Elven Homeland environment and elf merchant)."
 },
 {
  "name": "Lizardman",
  "enumName": "LizardMan",
  "enumId": 1,
  "status": "released",
  "specialMechanic": "Carnivore by nature. [Plant Rage] is a mood penalty Lizardmen take from eating vegetables, though they ignore the penalty for a meat-only diet.",
  "statModifiers": "+20 to Mining and Taming capability; a small magic-aptitude penalty (about -2). Weapon aptitudes in Greatsword, Shield and Blunt.",
  "aptitudes": [
   "Greatsword",
   "Shield",
   "Blunt"
  ],
  "xpBonus": "none",
  "recruitWeight": 35,
  "notes": "A frontline melee/tank race with a mining and taming focus. Recruitment weight about 35 at every clan rank. Uses a male-only procedural name pool. Flavored as 'Descendants of Dragons', tying them to the game's unreleased dragon lore."
 },
 {
  "name": "Dwarf",
  "enumName": "Dwarf",
  "enumId": 3,
  "status": "unreleased",
  "specialMechanic": "None implemented. Lore ('famed for strong constitution and great craftsmanship; the mountains are our home and fortress') points to a future crafting/mining racial bonus.",
  "statModifiers": "No stat modifiers or aptitudes defined yet.",
  "aptitudes": [],
  "xpBonus": "none",
  "recruitWeight": 0,
  "notes": "Gated. Recruitment weight is 0 at every clan rank and there is no procedural name pool, so Dwarves cannot be generated or recruited. Only a trait icon exists (no character art)."
 },
 {
  "name": "White Demon",
  "enumName": "WhiteDemon",
  "enumId": 4,
  "status": "unreleased",
  "specialMechanic": "None implemented. Lore describes them as 'heretics who betrayed the other demon races to side with humans, so they are known, at least publicly', with a gaze-kill flavor, hinting at a hidden demon-races faction.",
  "statModifiers": "No stat modifiers or aptitudes defined yet.",
  "aptitudes": [],
  "xpBonus": "none",
  "recruitWeight": 0,
  "notes": "Gated and the least developed race: weight 0, no name pool, and no artwork of any kind (not even a trait icon). Its lore is a spoiler that implies a larger demon-races antagonist faction."
 },
 {
  "name": "Tal",
  "enumName": "Tal",
  "enumId": 5,
  "status": "unreleased",
  "specialMechanic": "None implemented mechanically, but each Tal is designed to have a guaranteed unique personality ('the face behind the mask'; 'Tal' means 'mask').",
  "statModifiers": "No stat modifiers or aptitudes defined yet.",
  "aptitudes": [],
  "xpBonus": "none",
  "recruitWeight": 0,
  "notes": "Gated. Weight 0 and no name pool, so it cannot be recruited. Of the three unreleased races it is the most art-ready (reserved head and body art slots exist), suggesting it may arrive first."
 },
 {
  "name": "Lycan",
  "enumName": "Lycan",
  "enumId": 3,
  "status": "released",
  "specialMechanic": "Nocturnal. Lycans run on a night rhythm. [Nocturnal - Nighttime] applies after dark and raises all six major stats by 15%. [Nocturnal - Daytime] applies during the day and lowers all six by 10%. A 25-point swing on every stat depending on the clock, so a Lycan team is built around fighting at night.",
  "statModifiers": "+30 Taming capability, +20 Cooking, +20 Crafting. Weapon aptitudes in Bow, Nature Magic and Water Magic, and a Greatsword aptitude PENALTY (-1), the only race with a negative aptitude. Stat roll ranges favour Perception (+30 to +50), with Strength and Agility +10 to +30 and Willpower -30 to -10.",
  "aptitudes": [
   "Bow",
   "Nature Magic",
   "Water Magic"
  ],
  "xpBonus": "none",
  "recruitWeight": 25,
  "notes": "Released in B.0.3.40. Recruitable from clan rank 3 onward at weight 25, the same weight as Elf, so roughly a 14% chance per candidate once unlocked. Perception-focused with a Greatsword penalty, pushing them toward bows and nature/water magic. The day/night stat swing is the largest conditional modifier any race carries."
 }
]